item: #1 of 110 id: sisforma-10209 author: Pamudji, Andre Kurniawan title: IoT-driven Environmental Support System for Smart Cities date: 2023-05-22 words: 2311 flesch: 50 summary: In Indonesia the smart city movement is being intensively implemented by the government with the aim of creating 100 smart cities, so there needs to be efforts made to increase the development of smart cities in Indonesia. However, the use of IoT in smart cities also needs to be balanced with strong and reliable ICT infrastructure and supportive policies, so that the concept of smart city can be implemented well and provide benefits to the entire community. keywords: cities; city; iot; online; sensors; smart cache: sisforma-10209.pdf plain text: sisforma-10209.txt item: #2 of 110 id: sisforma-1027 author: Nuryanti, Nuryanti; Sanjaya, Ridwan; Prasetya, Hendra title: Green Mission Game for the Forest Preservation Campaig date: 2019-01-21 words: 2210 flesch: 61 summary: However, the lack of human consciousness in maintaining forest ecosystems resulted in the emergence of several threats that cause forest destruction in the form of deforestation and degradation include illegal logging, forest fires, forest conversion for plantations and industries Provision of additional information on the extent of forest fires in stage 1 explains the different information in each island. keywords: figure; forest; game; green; information; journal; mission cache: sisforma-1027.pdf plain text: sisforma-1027.txt item: #3 of 110 id: sisforma-1029 author: Pranata, Baskara Arya; Sanjaya, Ridwan; Yoga W, Albertus Dwi title: Promote Folksong Use Game Based On Augmented Reality date: 2018-05-31 words: 2038 flesch: 74 summary: C. Technical Game Development Technically the formulation of game- based Augmented Reality folk songs have 3 core subjects will be displayed in Augmented Reality (AR) is Video, 3D models, and folk songs. results of questionnaire games help preserve folk songs 8. keywords: augmented; folk; game; reality; songs cache: sisforma-1029.pdf plain text: sisforma-1029.txt item: #4 of 110 id: sisforma-1033 author: Artdias, Hening; Sanjaya, Ridwan; Widiantoro, Alb. Dwi Yoga title: Rare Animal Education Usingaugmented Reality date: 2018-01-18 words: 2303 flesch: 62 summary: Rare Animal Education Using Augmented Reality Sisforma Vol.4 No.2 Desember 2017 : 52 – 58 53 II. Augmented Reality According to the language term, Augmented Reality is the reality in the paper media or marker. keywords: animal; education; game; level; reality; respondents; sumatran cache: sisforma-1033.pdf plain text: sisforma-1033.txt item: #5 of 110 id: sisforma-1037 author: Lukito, Andru Deva; Sanjaya, Ridwan; Prasetya, Hendra title: Virtual Reality Game Education to Learn Traffic Regulation date: 2017-10-19 words: 2264 flesch: 54 summary: At level 3 where the respondent is asked to ride the incomplete rider either his motorcycle accessories or his rider, it teaches the respondent to always use safety equipment and check the completeness of 65% 80% Comparison of total right answer pre- test and post test Pre-Test Post-Test Virtual Reality Game Education to Learn Traffic Regulation Sisforma vol.4 no.1 Februari 2017 : 7-11 10 28% 10% 41% 10% 10% Motorcycle Accessories Important according to the respondents Headlight Speedometer Rearview mirror Lamp Riting Etc (Brake, Muffler) 59% 5% 5% 19% 8% 3% Motorist Accessories Important according to the respondents Helmets Gloves Elbow Shield Jacket Shoes Etc (Driving License) 90% 10% Precentage of Happines of respondent to Virtual Reality game Yes No the motor so that no accident can cause serious injury, here is the exposure of choice parts of motorist and motorcycle accessory Chosen by the respondent after playing. 3.6Happinesspercentage of respondent to Virtual Reality game 7. keywords: education; game; percent; reality; respondents; road; test; traffic cache: sisforma-1037.pdf plain text: sisforma-1037.txt item: #6 of 110 id: sisforma-1039 author: Purnamasari, Elisa; Widyarto, Erdhi; Widiantoro, Albertus Dwiyoga title: The Introduction of Classic Batik Motif to the Community Through Game date: 2017-10-19 words: 3089 flesch: 67 summary: This report contains the introduction of classic batik motifs and philosophies that are packaged in interactive educational games. The Introduction of Classic Batik Motif to the Community Through Game Sisforma vol.4 no.1 Februari 2017 : 31-36 31 The Introduction of Classic Batik Motif to the Community Through Game Elisa Purnamasari1 Erdhi Widyarto Nugroho, ST.,MT2 Albertus Dwiyoga Widian, S. Kom., M. Kom3 yosephine.elisaa@gmail.com1 erdhi@unika.ac.id2 yoga@unika.ac.id3 Information System Program, Faculty of Computer Science Soegijapranata Catholic University Jl. keywords: batik; central; community; game; introduction; java; knowledge; motif; respondents; total cache: sisforma-1039.pdf plain text: sisforma-1039.txt item: #7 of 110 id: sisforma-1040 author: Putra, Adit Rama; Widyarto, Erdhi; Widiantoro, Albertus Dwiyoga title: Wana Warrior Game as Animal Rescue Campaign Media date: 2017-10-19 words: 2416 flesch: 59 summary: This test examined respondent’s knowledge about Indonesia animal biodiversity, respondent’s respond about game design and story. Wana Warrior game is designed by mixing some elements, game and agenda setting theory. keywords: animal; campaign; fig; game; indonesia; media; wana; warrior cache: sisforma-1040.pdf plain text: sisforma-1040.txt item: #8 of 110 id: sisforma-1042 author: Wijaya, Evan title: Game Utilization as a Media to Train the Balance of Left and Right Brain date: 2017-10-19 words: 2244 flesch: 73 summary: One method that could be used for balancing brain hemispheres is to use left and right hands for using tools, writing, or typing. Furthermore by reading we can also be used to balance brain hemispheres. keywords: brain; game; hemisphere; people; percent cache: sisforma-1042.pdf plain text: sisforma-1042.txt item: #9 of 110 id: sisforma-1043 author: Dewi, Inggrit Swastini; Sanjaya, Ridwan; Prasetya, Hendra title: Game As Major Introducing Media To OPT For College date: 2017-10-19 words: 3407 flesch: 61 summary: Major introduction game also includes aptitude test in the form of drag and drop mini games to help students recognize their interests and talents in order to help them determining major to be taken. Construct 2 uses a visual approach that simplifies users with varying levels of proficiency to create games [8] [9]. keywords: figure; game; icon; information; interests; majors; players; students cache: sisforma-1043.pdf plain text: sisforma-1043.txt item: #10 of 110 id: sisforma-1046 author: As'ari, Fajar; Patrisiane, Viena title: CLICHE: Education Games for Climate Change Countermeasures date: 2017-10-19 words: 2072 flesch: 61 summary: Keywords: digital game, education games, climate change, simulation game. One of education games has been created to educate people about climate change, and to inform about climate change and the way to minimize the effects. keywords: change; climate; education; game; impacts; level cache: sisforma-1046.pdf plain text: sisforma-1046.txt item: #11 of 110 id: sisforma-1155 author: Rompis, Lianly; Rante, Julie title: Basic Design of A Charging Circuit for Mobile Phone Using Solar Panel date: 2018-05-31 words: 2935 flesch: 60 summary: Because mobile phone battery needs a charge voltage around 4 – 5 DC Volt, and our solar panel reaches 7 DC Volt when the intense of sunlight is highest, so there should be another module or circuit being connected to the solar panel so it can output voltage and current that match mobile phone battery specification. A Mobile Charging Circuit built for Observations and Measurements From all the observations and measurements result shown in table 4.3 to table 4.6, we can conclude that a mobile phone needs higher current to have a faster charging, also added with DC-DC converter for stepping down the output voltage from solar panel if it’s too higher, so it will meet the specification of battery charge voltage. keywords: charging; circuit; mobile; panel; phone; voltage cache: sisforma-1155.pdf plain text: sisforma-1155.txt item: #12 of 110 id: sisforma-1156 author: Rompis, Lianly title: A Learning System Design Based on Digital Technology Utilization date: 2019-01-21 words: 2456 flesch: 42 summary: This paper based on author experience, observations, and reviews, offers solutions to utilize digital technology for developing aneffective learning process. The results of this research givesperspective to design a learning system in a proper way, using digital technology individually or integrated, which will also support research activities and improve good digital technology products designed and produced by people of Indonesia and other Nations. keywords: design; digital; information; journal; learning; system; technology cache: sisforma-1156.pdf plain text: sisforma-1156.txt item: #13 of 110 id: sisforma-1171 author: Wulandari, Christine Ayu title: Wisata Budaya Jawa Tengah Games As A Means Of Preserving The Culture Of Central Java date: 2018-01-18 words: 2757 flesch: 61 summary: To know that the game Tour of Central Java Culture can make learning more fun and interesting,the result shows the surveys in the picture below:  Figure6Diagrams Microsoft Word - 5 1171_Christine - Wisata Budaya Jawa Tengah”Game as a Means of Preserving the Culture of Central Java “WisataBudayaJawa Tengah” Game as a Means of Preserving the Culture of Central Java  Sisformavol.4 no.2 November 2017 :28‐33      28    “Wisata Budaya Jawa Tengah” Game as a Means of Preserving the Culture of Central Java Christine Ayu Wulandari christine15ayu@gmail.com System Information Major, Faculty of Computer Science, Soegijapranata Catholic University, Semarang, Indonesia Abstract –Indonesia has a cultural diversity in each area; some existing traditions in Central Java are Dugderan, Semarang and Ruwatan Rambut Gimbal, Wonosobo. keywords: budaya; central; cultural; culture; game; java; jawa; player; stage; tengah; tradition cache: sisforma-1171.pdf plain text: sisforma-1171.txt item: #14 of 110 id: sisforma-1172 author: Jatnika, Ratna; Haffas, Mustofa; Agustiani, Hendriati title: Developing the UNPAD SAS (Universitas Padjajaran Statistical Analysis Series) Software date: 2018-05-31 words: 3980 flesch: 53 summary: Descriptive Statistics data analysis is also easy to do and easily understood which is indicated by 100% of users who agree and strongly agree. Jatnika&Haffas (2014) has started to develop UNPAD SAS (UniversitasPadjadja- ranStatistical Analysis Series) which is soft- ware to analyze statistic data not found in SPSS. keywords: analysis; data; sas; series; software; statistics; students; unpad cache: sisforma-1172.pdf plain text: sisforma-1172.txt item: #15 of 110 id: sisforma-1256 author: Manuel, Bertha Alan; Karnalim, Oscar title: Revitalizing Internship Registration Portal with an Implementation of Application Lifecycle Management date: 2018-05-31 words: 2674 flesch: 48 summary: In our university, registering internship topic is automated using a web-based portal; it takes tremendous effort if done manually. Before enrolling the internship course, each student should register internship topic one semester before the actual enrollment. keywords: application; internship; journal; lifecycle; management; portal; registration cache: sisforma-1256.pdf plain text: sisforma-1256.txt item: #16 of 110 id: sisforma-1295 author: Christanti, Aprilia Ratna; Sanjaya, Ridwan; Widyarto, Erdhi title: The Game Making Framework for Collaborative Learning date: 2018-01-18 words: 3083 flesch: 54 summary: In order to know the effect from framework support in game making as collaborative learning media, this study is based on two subjects of non-computer science students and computer science students. Plus 55% (11 from 20 of computer science students) and 70% (7 from 10 of non-computer science students) were interested to making game together with framework support. keywords: collaborative; computer; framework; game; learning; science; science students; students cache: sisforma-1295.pdf plain text: sisforma-1295.txt item: #17 of 110 id: sisforma-1297 author: Yanti, Nur; Sanjaya, Ridwan; Prasetya, FX. Hendra title: Graphic Design Of “Green Mission” Education Game Using Software Based On Vector date: 2018-01-18 words: 1483 flesch: 58 summary: Software applications become one of the solutions in making game design, one of which is a vector-based software application. Microsoft Word - 1 1297_Nuryanti - Graphic Design Of Green Mission Education Game Using Software Based On Vector - Proofread by Graphic Design Of Green Mission Education Game Using Software Based On Vector Sisformavol.4 no.2November 2017 : 1‐6 1 GRAPHIC DESIGN OF “GREEN MISSION” EDUCATION GAME USING SOFTWARE BASED ON VECTOR Nuryanti Information Systems Department, Faculty of Computer Science Soegijapranata Catholic University, Indonesia yanti7566@gmail.com keywords: design; game; software; stage; vector cache: sisforma-1297.pdf plain text: sisforma-1297.txt item: #18 of 110 id: sisforma-1298 author: Setiawan, Yonathan Happy title: Designing Game “Belajar Hanacaraka” As A Javanese Script Learning Media date: 2018-01-18 words: 1929 flesch: 73 summary: Game engine is also used to create game Belajar Hanacaraka, game engine used is Scirra Construct 2. As A Javanese Script Learning Media Yonathan Happy Setiawan 13070065@student.unika.ac.id Information System Department, Faculty of Computer Science Soegijapranata Catholic University, Indonesia Abstract—This paper discusses the design of games used as a medium of learning. keywords: belajar; game; hanacaraka; javanese; learning; media; mode; script cache: sisforma-1298.pdf plain text: sisforma-1298.txt item: #19 of 110 id: sisforma-1368 author: hadi, pieter santoso; Widiantoro, Albertus Dwiyoga; Prasetya, Hendra title: Augmented Reality Game for Anti Corruption Education in Behavior of Students of University date: 2019-09-18 words: 2950 flesch: 57 summary: Augmented Reality game is a live direct or indirect  view from real word perspective whose elements are augmented by computer-generated in which a view of reality is modified even diminished by a computer [3]. This Journal contains the result of using Augmented Reality game as education media for anti corruption education in behavior of university students. keywords: anti; augmented; corruption; education; game; reality; students; university cache: sisforma-1368.pdf plain text: sisforma-1368.txt item: #20 of 110 id: sisforma-1395 author: Utami, Enggar Dwi; Prasetya, Hendra; Nugroho, Erdhi Widyarto title: Design of Healthy Youth Edition Teens Based Game date: 2020-11-23 words: 2024 flesch: 61 summary: Sexuality Games Display V. CONCLUSIONS Based on this research, it can be concluded that the design of Teen Society game requires design stage which is designing game concept, asset creation, programming, and game testing. This mini game is played when the player earns points on quiz games below average. keywords: association; design; display; figure; game; journal; player cache: sisforma-1395.pdf plain text: sisforma-1395.txt item: #21 of 110 id: sisforma-1422 author: Regiana, Elsa; Dwiyoga, Albertus; Prasetya, FX Hendra title: Preservation of Indonesian Culture through Traditional Games Application date: 2020-06-10 words: 3807 flesch: 55 summary: Furthermore, to find out if the children know the information and history of traditional games then given the question with the results as in figure 7. Fig. 7 Respondents' knowledge diagram of traditional game information Based on the above diagram analysis, 80% of respondents or 22 children said they do not know about the information and history of the game and the rest is 8 children say know. Nevertheless, many traditional games are being abandoned, based on traditional game observer community data, it is estimated that there are more than 1,000 types of traditional games both objects and objects, but only 20 percent of the games are still actively played [4]. keywords: children; culture; fig; games; information; journal; play; respondents; sisforma cache: sisforma-1422.pdf plain text: sisforma-1422.txt item: #22 of 110 id: sisforma-1436 author: Mulianawati, Hanna; Sanjaya, Ridwan; Prasetya, FX Hendra title: An Application for Alumni of Soegijapranata Catholic University date: 2020-02-02 words: 3664 flesch: 63 summary: “Pasang Loker” Menu One of the menus named “Survey Alumni” is used by SSCC to embed the link of Google Form to get alumni information related to tracer study. Second, formulate the feature of application to provide university’s services for the alumni. keywords: alumni; android; application; data; information; menu; respondents; university cache: sisforma-1436.pdf plain text: sisforma-1436.txt item: #23 of 110 id: sisforma-1450 author: Laksana, Eka Angga; Suryana, Ase; Heryono, Heri title: Evaluation of E-learning Activity Effectiveness in Higher Education Through Sentiment Analysis by Using Naïve Bayes Classifier date: 2018-05-31 words: 3033 flesch: 52 summary: Qualitative method by given questioner to users and gather the feedback is commonly used as evaluation of e-learning system previously. E-learning system defined as the improvement of teaching quality through multimedia and internet technologies. keywords: bayes; education; evaluation; learning; naïve; negative; sentiment cache: sisforma-1450.pdf plain text: sisforma-1450.txt item: #24 of 110 id: sisforma-1526 author: Widiantoro, Albertus Dwiyoga title: Paperless Mail Office System and Data Integration at UNIKA Soegijapranata date: 2018-05-31 words: 2640 flesch: 55 summary: This will help in retrieving information in serving customers Paperless office system and data integration Sisforma Vol. 5 No. 1 Letters that have been made and approved by the boss will be automatically sent to the destination, from Paperless office system and data integration Sisforma Vol. 5 No. 1 keywords: data; documents; letter; mail; office; paperless; system cache: sisforma-1526.pdf plain text: sisforma-1526.txt item: #25 of 110 id: sisforma-1699 author: Sakti, Lidya Oktorina Kusuma; Yunanto, Septyana Hardianti title: Developing Social Interaction Skills with Game Technology date: 2019-01-21 words: 1643 flesch: 65 summary: Keywords— game, social interaction skills, social problems 1. ISSN 2442-7888 (online) DOI 10.24167/Sisforma.v5i2.1699 77  C. The Impact of Pet’s Island Game Pet’s Island game have to make players gather energy and chips to build on islands. keywords: game; interaction; players; technology cache: sisforma-1699.pdf plain text: sisforma-1699.txt item: #26 of 110 id: sisforma-1709 author: Hossain, Md. Sabir; Das, Nayan; Hossain, Muhammad Kamrul; Al-Hasan, Md. title: Finding the Nearest Blood Donors using Dijkstra Algorithm date: 2019-01-21 words: 2026 flesch: 64 summary: RELATED WORK The application of Dijkstra algorithm is so broad. We have applied single source all pairs Dijkstra algorithm to find minimum distance from blood seeker [16]. keywords: algorithm; blood; dijkstra; distance; donors; engineering cache: sisforma-1709.pdf plain text: sisforma-1709.txt item: #27 of 110 id: sisforma-1727 author: Indratno, Maria Veronika Dhianita Oktavia title: Business Innovation in Phoenix Dancer Company Semarang through YouTube Channel date: 2019-01-21 words: 2797 flesch: 57 summary: Base on this observation result, it can be said that this innovation is feasible enough for Phoenix Dancer company in terms of operational activity. But in term of great communication and creativity, Phoenix Dancer company still has to improve to be better compared to their competitor Dance by Freedomwork YouTube channel. keywords: channel; company; dancer; innovation; new; phoenix; youtube cache: sisforma-1727.pdf plain text: sisforma-1727.txt item: #28 of 110 id: sisforma-1927 author: Prawoto, Agustinus Adi title: It Governance in News Company Using Cobit 5 Frameworks date: 2019-09-18 words: 5357 flesch: 56 summary: Based on the results of data analysis, this subdomain process attribute 2.2 that works product management and is capability level in level 2 that is managed process. Based on the results of data analysis, this subdomain process attribute 2.2 that is work product management and is capability level in level 2 that is managed process. keywords: capability; cobit; company; dss01; f n; level; n n; process; service; sub cache: sisforma-1927.pdf plain text: sisforma-1927.txt item: #29 of 110 id: sisforma-1930 author: Shona, Khoirul Fikri; Widiantoro, Albertus Dwiyoga; Harnadi, Bernardinus title: Designing Horticulture Education Game date: 2019-09-18 words: 3142 flesch: 62 summary: Dr.plant game arranged with gameplay and gameplay design flowchart form to facilitate the process of making games. Game Dr.plant created with the aim to introduce and provide information on fruit crops in hortimart with attractive graphical use for learning to use the game more interesting when played. keywords: data; dr.plant; fruit; game; hortimart; information; sisforma; table; testing; variable cache: sisforma-1930.pdf plain text: sisforma-1930.txt item: #30 of 110 id: sisforma-2002 author: Taiser, Shmasuddin Mohammed; Islam, Md. Tarequl; Hossain, Muhammad Kamrul; Hossain, Md. Sabir title: A Doctor Patient Portal for Effective Healthcare date: 2019-09-18 words: 2798 flesch: 62 summary: See doctor Schedule: They can manage all the section of the project such as manage new doctor request existing doctor, chamber, doctor schedule, doctor appointment schedule, patient, blood donor, ambulance service and create a report. keywords: admin; ambulance; appointment; doctor; healthcare; online; patient; system cache: sisforma-2002.pdf plain text: sisforma-2002.txt item: #31 of 110 id: sisforma-2156 author: Somatdie, Daniel Aditama; Widyarto, Erdhi; Widiantoro, Alb. Dwiyoga title: Designing Web-Based DISC Psychology Personality Analysis Tests date: 2020-02-02 words: 3042 flesch: 55 summary: Age of Respondents From 30 respondents, the majority of respondents were 20 and 21 years old as much as 40%. DISC personality analysis test has been used by more than 50 million test users and published in books that have been translated in 35 languages [12]. keywords: analysis; application; disc; figure; information; personality; psychology; respondents; sisforma; test cache: sisforma-2156.pdf plain text: sisforma-2156.txt item: #32 of 110 id: sisforma-2210 author: Wijaya, Agustinus Fritz; Rakhmawati, Maylani Indah title: Analysis and Design of Restaurant Information System using Unified Modeling Language date: 2019-09-18 words: 1840 flesch: 63 summary: The method used is the SDLC method, which is a method that uses several stages in system development ranging from System Planning, System Analyst, System Design, System Implementation, System Implementation, and System Maintenance. To simplify the relationship between the Outlet Admin and Warehouse Admin, a system that uses the Waterfall SDLC (System Development Life Cycle) method is created, which is a method that uses several stages in system development, including System Planning, System Analysis, System Design, System Implementation, and System Maintenance. II. keywords: admin; diagram; figure; outlet; system cache: sisforma-2210.pdf plain text: sisforma-2210.txt item: #33 of 110 id: sisforma-2240 author: Kumalasari, Latifah Diah; Susanto, Ajib title: Recommendation System of Information Technology Jobs using Collaborative Filtering Method Based on LinkedIn Skills Endorsement date: 2020-02-02 words: 4516 flesch: 48 summary: Calculation distance between user SE_19 with each area of IT career fields is calculated by comparing the distance of skills user SE_19 and skills of each IT career fields using Euclidian Distance formula. While the liberal social aperture gives weight of 50% recommendation based on user profile and 50% based on other user recommendations. keywords: career; collaborative; data; designer; distance; filtering; journal; method; recommendation; skills; system; user cache: sisforma-2240.pdf plain text: sisforma-2240.txt item: #34 of 110 id: sisforma-2274 author: Wahyuningrum, Shinta Estri; Sulastri, Augustina; Sanjaya, Ridwan title: Information System databases for Neuropsychology Tests: case study in Boston Naming Test date: 2019-09-18 words: 2667 flesch: 62 summary: This means the document storage system will make it faster and easier when tracking test data from each individual. In this way, BNT score data will be embedd to participant demographic data. keywords: data; database; figure; information; nosql; score; table; test cache: sisforma-2274.pdf plain text: sisforma-2274.txt item: #35 of 110 id: sisforma-2313 author: Saptadi, N. Tri Suswanto; Chyan, Phie; Pratama, Andrew Christhoper title: Analysis and Design of Waste Management System Using the Spiral Model Towards Smart Cities date: 2020-02-02 words: 3471 flesch: 55 summary: Makassar city Government through this system can monitor the performance of waste management that takes place in every district of Makassar city so that it can maximize the performance of officers and can support the smart city program of the Makassar city Government. The spiral model can help in designing waste treatment systems for government and community needs. keywords: city; figure; information; journal; management; smart; system; waste cache: sisforma-2313.pdf plain text: sisforma-2313.txt item: #36 of 110 id: sisforma-2362 author: Susanto, Adrianus Hermawan; Widyarto, Erdhi; Harnadi, Bernardinus title: Designing Student’s Registration Book and Student’s Report Card Processing Application For Pangudi Luhur Don Bosko Elementary School Semarang date: 2020-06-10 words: 3089 flesch: 59 summary: Display print of student report card on page 2 The student master form page functions to display student data, which can later be printed and can display all student identities in the student master book. Display print form student master Student report card pages function to display student data, which can later be printed and can display student identity, which will be used as student identity on student report cards. keywords: application; book; card; data; display; figure; pangudi; report; school; student cache: sisforma-2362.pdf plain text: sisforma-2362.txt item: #37 of 110 id: sisforma-2402 author: Nugroho, Kristiawan title: Javanese Gender Speech Recognition Based on Machine Learning Using Random Forest and Neural Network date: 2020-02-02 words: 2026 flesch: 55 summary: The results of feature extraction will be evaluated by measuring the level of accuracy in its classification so that the results of speech recognition accuracy can be compared using 2 methods, namely Random Forest and Neural Network. Some research on speech recognition includes Speech recognition with artificial neural networks with the method of voice recognition with Mel Frequency Cepstral Coefficient (MFCC) and Dynamic Time Warping (DTW) Techniques keywords: accuracy; forest; method; network; neural; recognition; speech cache: sisforma-2402.pdf plain text: sisforma-2402.txt item: #38 of 110 id: sisforma-2468 author: Pan, Wen-Fu; Subarno, Anton; Chien, Mei-Ying; Lin, Ching-Dar title: Motion Recognition and Students’ Achievement date: 2020-02-02 words: 4577 flesch: 48 summary: Teachers have to change their teaching methods or take other remedial action to stimulate positive student emotions if they perceive physical cues from their students indicating negative emotions. K.K. Perkins, and C.E. Wieman, The surprising impact of seat location on student performance. keywords: achievement; body; doi; emotions; gestures; hand; human; learning; position; recognition; sisforma; students cache: sisforma-2468.pdf plain text: sisforma-2468.txt item: #39 of 110 id: sisforma-2520 author: Cecillia, Fania; Tanamal, Rinabi title: Analysis The Effect of Green Computing on Green Satisfaction, Green Perceived Quality, and Green Trust on The Apple Consumer in Surabaya date: 2020-06-10 words: 3636 flesch: 55 summary: The Effect of Green Computing on Green Satisfaction, Green Perceived Quality, and Green Trust on The Apple Consumer using SEM-PLS in Surabaya SISFORMA: Green Computing originated from the Energy Star Analysis The Effect of Green Computing on Green Satisfaction, Green Perceived Quality, and Green Trust on The Apple Consumer using SEM-PLS in Surabaya SISFORMA: keywords: apple; computing; friendliness; green; quality; satisfaction; test; trust; value cache: sisforma-2520.pdf plain text: sisforma-2520.txt item: #40 of 110 id: sisforma-2558 author: Tanaem, Penidas Fiodinggo; Wijaya, Agustinus Fritz; Kurniawati, Fransiska Wahyuning; Saputri, Resa title: Designing of KB (Family Planning) Service Information System in Pratama Clinic Salatiga date: 2020-06-10 words: 2591 flesch: 53 summary: In this research is designing a KB service information system that can meet the needs of the community and can simplify the existing service process by using services that can be directly carried out by users who want to get KB services using prototyping model. Therefore, the author tries to design a KB service information system that can meet the needs of the community and can simplify the existing service process by using services that can be directly carried out by users who want to get KB services. keywords: clinic; family; information; planning; service; system cache: sisforma-2558.pdf plain text: sisforma-2558.txt item: #41 of 110 id: sisforma-2620 author: Pratama, Ferdian Aditya; Magdalena, Riana; Dias, Stefani Prima; Alamsyah, Davin Jeremiah title: Serious Game Development for Color and Object Name Recognition in Early Childhood Education (Case Study: TKK Mitra) date: 2020-06-10 words: 3040 flesch: 69 summary: There are some primary elements of the game that we must consider when designing a serious game, (1) game story, (2) game control/ game flow, (3) game character, (4) game environment, (5) game audio. In this step, the authors begin to design the game concept like how is the story, game control/game flow, game characters, game environment, music and audio, and the game engine itself. keywords: audio; clip; game; learning; player; stage cache: sisforma-2620.pdf plain text: sisforma-2620.txt item: #42 of 110 id: sisforma-2629 author: Erlansari, Aan; Coastera, Funny Farady; Husamudin, Afief title: Early Intrusion Detection System (IDS) using Snort and Telegram approach date: 2020-06-10 words: 3306 flesch: 56 summary: [9] library of congress cataloging-in- publication Data, Intrusion Detection Systems with Snort Advanced IDS Techniques Using Snort , Apache , MySQL , PHP , and ACID B RUCE P ERENS ’ Figure 1 Snort IDS generator rules The Snort IDS rules exhibitions were assessed by utilizing the precision comparisons method. keywords: detection; figure; ids; intrusion; journal; network; port; rules; snort; system; telegram cache: sisforma-2629.pdf plain text: sisforma-2629.txt item: #43 of 110 id: sisforma-2659 author: Prasetyo, Alditama Agung; Kristianto, Budhi title: Integration of Iterative Dichotomizer 3 and Boosted Decision Tree to Form Credit Scoring Profile date: 2020-11-23 words: 2671 flesch: 55 summary: It only differentiates two-class boosted decision tree with multi- class boosted decision tree features, as two- class boosted decision tree is perfectly fits to binary classification problems and multi- class boosted decision tree may handle complex classification better. Decision tree is a simple method to classify a condition into two different classes using given classifier, and widely used to perform credit scoring in the financial industry. keywords: credit; data; decision; dichotomizer; iterative; journal; scoring; tree cache: sisforma-2659.pdf plain text: sisforma-2659.txt item: #44 of 110 id: sisforma-2688 author: Sanjaya, Edwin title: Investigate Driving Repurchase Factors in Omnichannel Services date: 2020-11-23 words: 4765 flesch: 58 summary: Variable Satisfaction Trust Repurchase Hedonic 0,241 0,223 - 0,121 Utilitarian 0,184 - 0,151 0,162 Habit 0,199 0,182 Investigate Driving Repurchase Factors in Omnichannel Services SISFORMA: keywords: altruism; habit; hedonic; influence; intention; online; repurchase; satisfaction; social; table; trust; utilitarian; valid cache: sisforma-2688.pdf plain text: sisforma-2688.txt item: #45 of 110 id: sisforma-2706 author: Chasanah, Balqis Rofiqoh; Candiwan, Candiwan title: Analysis of College Students’ Cybersecurity Awareness In Indonesia date: 2020-11-23 words: 4669 flesch: 50 summary: [9] M. Abdalloh, ―40% Serangan Siber Gunakan Malware‖, Ayobandung, 2019. Cybersecurity awareness level is used to present the results and findings obtained from a questionnaire filled out by 400 respondents. keywords: awareness; cybersecurity; focus; indonesia; level; percentage; research; respondents; students; table; valid cache: sisforma-2706.pdf plain text: sisforma-2706.txt item: #46 of 110 id: sisforma-2817 author: Vatresia, Arie; Johar, Asahar; Utama, Ferzha Putra; Iryani, Sinta title: Automated Data Integration of Biodiversity with OLAP and OLTP date: 2020-11-23 words: 4350 flesch: 59 summary: At this stage will be inferled from the development of data Integration System using OLAP And OLTP methods. The application had been tested using black box and has the perfect performance (100%) over the testing that can help the monitoring process over biodiversity data. keywords: data; dimension; fact; figure; integration; journal; number; olap; oltp; schema; species; star; status; table cache: sisforma-2817.pdf plain text: sisforma-2817.txt item: #47 of 110 id: sisforma-2863 author: Christianto, Erwien title: Integration of Library Data on Reference Books: with Service Oriented Architecture Implementation methods and (ESB) Enterprise Service Bus date: 2021-05-10 words: 2493 flesch: 47 summary: Based on those explanation, we tried to develop library information system using Service Oriented Architecture (SOA) in order to utilize web services. SOA web service also been implemented by university in Yogyakarta to improve its service effectiveness in library searching services based on academic information and Integration of Library Data on Reference Books: with Service Oriented Architecture Implementation methods and (ESB) Enterprise Service Bus SISFORMA: keywords: architecture; business; esb; figure; information; library; process; service; system cache: sisforma-2863.pdf plain text: sisforma-2863.txt item: #48 of 110 id: sisforma-2916 author: Putra, Bagus Kristanto title: Marketing Characteristics Through Social Media That Are Able To Produce Brand Equity And Consumer Response Through Consumer Interest date: 2021-05-10 words: 5275 flesch: 51 summary: Social media is one of the most promising new marketing media, but to grab the attention of the public, the social media pages of companies or related organizations are required to have attractive entertainment characteristics, facilitate interaction with new customers or potential customers, appear in accordance with current trends, be communicative with customers or potential customers, as well as social media from companies / organizations that can generate good e-word of mouth in the community. Social media such as Twitter, Instagram, Facebook and Youtube are widely used for marketing media. keywords: brand; brand equity; consumer; effect; equity; influence; journal; marketing; media; research; response; study cache: sisforma-2916.pdf plain text: sisforma-2916.txt item: #49 of 110 id: sisforma-3021 author: Prabowo, Wahyu Adi; Wiguna, Citra title: Designing of Restaurant Information System using Rapid Application Development date: 2021-05-10 words: 2967 flesch: 54 summary: System characteristics, namely: system components, system boundaries, subsystems, external environment, system liaison, system input, system output, system processing, and system objectives This method is used because the method of implementing information systems can suit the needs of the users keywords: application; business; data; development; figure; information; menu; restaurant; system; vol cache: sisforma-3021.pdf plain text: sisforma-3021.txt item: #50 of 110 id: sisforma-3022 author: Rokhman, Nur; Kobar, Syeh Abidin title: Intelligent Tutoring Systems Authoring Tools For Nonprogrammer Authors: A Systematic Review date: 2022-06-08 words: 3728 flesch: 53 summary: The concern of this study is summarizing and analyzing the state of the art of the development of authoring tools. Keywords— authoring tools, intelligent tutoring systems, systematic literature review I. INTRODUCTION Intelligent Tutoring Systems (ITSs) are computer systems that offer automated tutoring environment to fit users based on various well-established cognitive concepts and algorithms keywords: authoring; itss; journal; model; studies; systems; tools; tutoring cache: sisforma-3022.pdf plain text: sisforma-3022.txt item: #51 of 110 id: sisforma-3024 author: Habib, Ahmad; Januantoro, Ardy; Srimarsono, Okky Candra title: Development of Management Information System Reservations Using Simple Multi-Attribute Rating Technique (SMART) Based on Android Mobile Applications date: 2021-05-10 words: 3142 flesch: 54 summary: Criteria for costs are less value is more desirable value, for example, price criteria, product price criteria, and delivery time criteria can be calculated using the equation below. (𝑐𝑚𝑎𝑥 − 𝑐𝑚𝑖𝑛 ) (2) Where 𝑢𝑖 (𝑎𝑖) is the utility value of criterion i for alternative i.c_maxis maximum value of criteria. keywords: android; criteria; doi; information; journal; method; mobile; smart; system; value; vol; weight cache: sisforma-3024.pdf plain text: sisforma-3024.txt item: #52 of 110 id: sisforma-3025 author: Supangat, Supangat; Bin Saringat, Mohd Zainuri; Kusnanto, Geri; Andrianto, Anang title: Churn Prediction on Higher Education Data with Fuzzy Logic Algorithm date: 2021-05-10 words: 3783 flesch: 49 summary: [20] Khodabandehlou, S, and M. Z. Rahman, “Comparison of supervised machine learning techniques for customer churn prediction based on analysis of customer behavior”,Journal of Systems and Information Technology, 2017. “Hybrid PPFCM-ANN model: an efficient system for customer churn prediction through probabilistic possibilistic fuzzy clustering and artificial neural network”. keywords: analysis; churn; customer; data; education; fuzzy; journal; prediction; research; student; systems; university; vol cache: sisforma-3025.pdf plain text: sisforma-3025.txt item: #53 of 110 id: sisforma-3039 author: Setyadi, Resad; Kristian, Yusmadi; Afrijal, Afrijal; Deyantoro, Farhan; Prakoso, Noto Indra title: Maturity Level of ITSM Analysis Using ITIL V 3 Framework in NLAA Purbalingga date: 2021-05-10 words: 3696 flesch: 50 summary: ITIL focuses on services for customers in the IT field and improves customer satisfaction by maximizing information service processes and improving information technology services' quality [7]. Technical management also plays a role in designing, testing, releasing, and improving IT services. keywords: analysis; doi; information; itil; level; management; maturity; nla; purbalingga; service; technology; vol cache: sisforma-3039.pdf plain text: sisforma-3039.txt item: #54 of 110 id: sisforma-3106 author: Saraswati, Rika; Nugroho, Abraham Wahyu; Pasaribu, Rotumiar title: Anti Hoax Movement For Students: Skills Training, Whole Person Education And Technology In Semarang City date: 2022-06-08 words: 5259 flesch: 53 summary: These three stages of increasing skills had been undertaken by all parties in this project, namely: SCU team, SCU students and appoint students at senior high schools. Based on an online questionnaire submitted to students at Anti Hoax Movement For Students: Skills Training, Whole Person Education And Technology In Semarang City SISFORMA: keywords: anti; education; hoax; information; journal; knowledge; movement; skills; students; training cache: sisforma-3106.pdf plain text: sisforma-3106.txt item: #55 of 110 id: sisforma-3434 author: Pratama, Ferdian Aditya; Kristiana, Stefani Prima Dias; Lukito, Christian Moritz title: The Implementation of SST as the System of Room Reservation for Students’ Organization at Atma Jaya BSD Campus date: 2022-01-21 words: 3209 flesch: 56 summary: Keywords— Kaplan and Norton model, Room booking system, SST, web-based system. The room booking system will be developed using an SDLC model with five general processes: planning, analysing, design, implementation, and testing. keywords: organization; process; reservation; room; sst; students; system cache: sisforma-3434.pdf plain text: sisforma-3434.txt item: #56 of 110 id: sisforma-3597 author: Habib, Ahmad; Nova, Putra Aditya; Januantoro, Ardy title: Development of Information System Management Customer Satisfaction Using the Simple Additive Weighting Method and Website-Based Google Maps API at ISP XYZ date: 2022-01-21 words: 3463 flesch: 52 summary: Admin Mockup Figure 10 is a mockup display of the admin page where there are several menus, including home, user management, questionnaire category management, questionnaire description management, and questionnaire results. University-Level of eLearning in ASEAN Development of Information System Management Customer Satisfaction Using the Simple Additive Weighting Method and Website-Based Google Maps API at ISP XYZ SISFORMA: keywords: customer; figure; information; isp; management; method; questionnaire; satisfaction; system; vol cache: sisforma-3597.pdf plain text: sisforma-3597.txt item: #57 of 110 id: sisforma-396 author: Susanto, Ryan title: Customer and Developers Point of Views to Game Cloning date: 2014-11-19 words: 1898 flesch: 67 summary: However, one has to keep in mind that in game industry, video game cloning remains a wrong behavior since it discourages efforts and jeopardizes creativity in creating video games. In reality, many customers willingly shut off their eyes from the existence of video game cloning in our society, since the budget to make a video game cloning is relatively cheaper than creating an original one. keywords: cloning; game; original; video cache: sisforma-396.pdf plain text: sisforma-396.txt item: #58 of 110 id: sisforma-397 author: Santoso, Gregorius Alvin Raditya title: GPS-Based AR Games Development Potential date: 2014-11-19 words: 2104 flesch: 61 summary: These data demonstrate that when compared to other games without AR technology, GPS- based AR games have an advantage in social interaction. A total of 69.2% of respondents state that GPS- based AR games affect their social life. keywords: game; gps; respondents cache: sisforma-397.pdf plain text: sisforma-397.txt item: #59 of 110 id: sisforma-398 author: Aji Pamungkas, Stefanus Lintang Timur title: Comparison of Three Browser Performances date: 2014-11-19 words: 2087 flesch: 66 summary: The finding is that as many as 55% of respondents use Google Chrome browser, then followed by Firefox. HTML 5 Test HTML5 Test is a web application for evaluating the accuracy of web browsers in HTML5 Standardization implementation. keywords: browser; chrome; respondents; test cache: sisforma-398.pdf plain text: sisforma-398.txt item: #60 of 110 id: sisforma-399 author: Akami J.S, Christopher title: The Effect Playing Online GamesOn The Players date: 2014-11-19 words: 1624 flesch: 79 summary: However, playing games can give effect on the players. V. CONCLUSION Many online games players are aware of the importance of maintaining their health. keywords: games; online; playing cache: sisforma-399.pdf plain text: sisforma-399.txt item: #61 of 110 id: sisforma-400 author: Suhono, Kwee Andreas Setiawan title: Game for Children with Special Needs date: 2014-11-19 words: 1664 flesch: 64 summary: 2.1 Levels of Patients with Autism It is necessary to know in advance the level of autism before choosing an appropriate game for autism. However, apart from the ABA therapist, is it possible to recover someone with autism by using game media? keywords: autism; children; game cache: sisforma-400.pdf plain text: sisforma-400.txt item: #62 of 110 id: sisforma-401 author: Wijaya, Joseph Kevin title: Improve Attendance Car Service Use Application date: 2014-11-19 words: 2186 flesch: 65 summary: Do you need car service applications? It Is needed to help customers knowing everything related to the services 4. Is current car service application useful for you? keywords: application; car; customers; features; service cache: sisforma-401.pdf plain text: sisforma-401.txt item: #63 of 110 id: sisforma-402 author: Darmawan, Dominikus Reynard title: DATING SIMULATOR IN INDONESIA date: 2015-05-20 words: 2366 flesch: 74 summary: Not only that advantage, dating sim also has a story- not just dating with the character, the player will be invited to know the fictional character in game. It also shows that dating sim almost half of Indonesian people play this kind of game. keywords: dating; people cache: sisforma-402.pdf plain text: sisforma-402.txt item: #64 of 110 id: sisforma-403 author: Sakti, Lidya Oktorina Kusuma; Febriani, Vania Wahyu title: Education Game to Blind People date: 2015-05-20 words: 2169 flesch: 69 summary: Online games are game-based visual and audio, so this game can be played by anyone including blind people. 5‐9� �5 Education Game to Blind People Lidya Oktorina Kusuma Sakti, Vania Wahyu Febriani Department of Information System, Faculty of Computer Science Soegijapranata Catholic University, Semarang, Indonesia, 50234 lidyaoktorina@gmail.com, vania.wahyu@gmail.com Abstract— Blind people have limitations because of partial or full visual impairment. keywords: audio; games; learning; online; people cache: sisforma-403.pdf plain text: sisforma-403.txt item: #65 of 110 id: sisforma-4038 author: Farida, Elisa; Koeswoyo, G. Freddy; Nugroho, Erdhi Widyarto title: The Use Of Fixed Assets Management System In Souvenir Centre date: 2022-01-21 words: 2789 flesch: 58 summary: Without fixed assets, a business will be difficult to do its business processes well. Fixed assets owned by Souvenir Centre Group 58 have not been well recorded, from the physical amount or in accounting records. keywords: asset; business; data; management; souvenir; system; use cache: sisforma-4038.pdf plain text: sisforma-4038.txt item: #66 of 110 id: sisforma-404 author: Nuryanti, Nuryanti; Prasetya, FX Hendra title: Mobile Game Effectiveness for Game Enthusiasts Who Have Little Spare Time to Play Games date: 2015-05-20 words: 1436 flesch: 67 summary: This paper will discuss about the effectiveness of mobile game for game enthusiasts. Mobile game is made based on Operating System (OS) such as Symbian, Apple iOs, Android, and Windows phone. keywords: bird; game; mobile; time cache: sisforma-404.pdf plain text: sisforma-404.txt item: #67 of 110 id: sisforma-405 author: Widiantoro, Albertus Dwiyoga title: Information System of Graduation in Administration and Academic Bureau Soegijapranata Catholic University date: 2015-05-20 words: 2054 flesch: 56 summary: Firebird: a server database based on opensource that is used to store students data and transcripts. Information system is an organized system to collect, organize, store, and Information System of Graduation in Administration and Academic Bureau Soegijapranata Catholic University   Sisforma  vol.2 no.1 May 2015 : 13‐18� ��14 communicate information.[2]. keywords: data; graduation; process; students; system cache: sisforma-405.pdf plain text: sisforma-405.txt item: #68 of 110 id: sisforma-406 author: Kurniadi, David Dwiputra title: The Difference Between Using Proxy Server and VPN date: 2015-05-20 words: 1786 flesch: 65 summary: Because of that the writer will explain about Proxy Server and VPN, because that thing are very important for internet user. But using internet is not free,to use internet user must have a gadget and internet connection. keywords: internet; proxy; server cache: sisforma-406.pdf plain text: sisforma-406.txt item: #69 of 110 id: sisforma-407 author: Galehantomo P.S, Geraldus title: Platform Comparison Between Games Console, Mobile Games And PC Games date: 2015-05-20 words: 2006 flesch: 65 summary: Despite its popularity, only in the beginning of 80s era, PC game really started to expand vastly. In the 1990s, PC games developed. keywords: console; game; mobile; platform cache: sisforma-407.pdf plain text: sisforma-407.txt item: #70 of 110 id: sisforma-4101 author: Kusuma, Felicia; Sanjaya, Ridwan; Nugroho, Erdhi Widyarto title: Design and Build Educational Game "New Normal" date: 2022-01-21 words: 2400 flesch: 63 summary: Keywords— educational game, educational media, health protocols application, new normal. Educational games are one type of media that is not boring to maintain some knowledge and provide some lessons to its players [4]. keywords: figure; game; health; mini; new; normal cache: sisforma-4101.pdf plain text: sisforma-4101.txt item: #71 of 110 id: sisforma-4143 author: Harnadi, Bernardinus; Widiantoro, Albertus Dwiyoga; Prasetya, FX Hendra title: Investigating Fintech Service Adoption using Extended-ECM date: 2022-06-08 words: 3445 flesch: 61 summary: Perceived ease of use also has positively effect on perceived usefulness by Singh et al. 2022 20 ISSN 2442-7888 (online) DOI 10.24167/sisforma.v8i2.4101 Baabdullah et al. keywords: adoption; affect; et al; fintech; journal; model; use; usefulness cache: sisforma-4143.pdf plain text: sisforma-4143.txt item: #72 of 110 id: sisforma-4153 author: Rukmini, Elisabeth; Nugraha, Arya Susila; Angelina, Hanna; Christianty, Dara Aprilia title: The Validity and Reliability of the Online Cooperative Learning Attitude Scales in the Indonesian Language date: 2022-01-21 words: 4014 flesch: 51 summary: Educators need a valid and reliable tool to measure students' attitudes towards the application of online cooperative learning. Items 1 through 11 assessed students' positive attitudes, while items 12 through 17 assess students' negative attitudes toward online cooperative learning. keywords: abkd; indonesian; items; journal; language; learning; number; oclas; online; rcitc; reliability; saya; students cache: sisforma-4153.pdf plain text: sisforma-4153.txt item: #73 of 110 id: sisforma-4238 author: Hossain, Md. Kamrul; Imteaj, Ahmed; Shakib, Kazi Hassan; Zaman, Saika title: An Approach to Digitalize the Health Care System of Bangladesh using Smartphone date: 2022-01-21 words: 4217 flesch: 63 summary: It can provide various useful information to the users, for example showing nearest hospital information. Medtouch: Towards the development of smartphone based software solutions for mobile health care. keywords: application; bangladesh; care; doctor; health; information; journal; patient; smartphone; system cache: sisforma-4238.pdf plain text: sisforma-4238.txt item: #74 of 110 id: sisforma-4314 author: Prasetyo, Muhammad Andhika; Setyadi, Resad title: Risk Management Analysis Website E-klim at Civil Service Savings and Insurance Using COBIT 4.1 date: 2022-06-08 words: 2472 flesch: 59 summary: Suggestions for research in this study are the need for a COBIT domain version level so that further research becomes a reference for risk management research and the addition of domains other than those described, namely the PO9 domain. What is the maturity level of management risk in implementing Domain Plain and Organize in E-klim? Q2: keywords: cobit; company; information; level; management; risk; vol cache: sisforma-4314.pdf plain text: sisforma-4314.txt item: #75 of 110 id: sisforma-4315 author: Jayanti, Asiah; Setyadi, Resad title: Information System Analysis at SMAN 1 Ajibarang Using COBIT 4.1 date: 2023-05-22 words: 4083 flesch: 57 summary: Making reports on the official person in charge of IT management activities that require risk 1 5 4 2 6,96 3 Hardware and Software have IT risk management and responsible management level 0 4 6 2 7,28 4 IT service staff has carried out risk monitoring activities in understanding IT management risk level assessment 0 4 5 3 7,63 5 School management receives advice on changes affecting IT management- related risks in schools 0 4 4 4 7,96 6 School administrators can monitor risks 0 It is important to start paying attention to IT risk assessment when using information systems 0 2 3 7 9,64 2 Accessing school-side IT services can determine risk assessment 0 3 keywords: ajibarang; cobit; information; level; management; maturity; risk; school; sman; system; table; vol cache: sisforma-4315.pdf plain text: sisforma-4315.txt item: #76 of 110 id: sisforma-4316 author: Hasibuan, Deswinda Sari; Setyadi, Resad title: Analysis Risk Management Application e-Raport Using COBIT 4.1 date: 2022-06-08 words: 2793 flesch: 55 summary: Based on the analysis process of risk management management at SMK N 1 Balige has a maturity level at level 3 which means the value is in the position define process. In measuring IT risk management, the author uses the Control Objective for Information and Related Technology (COBIT) 4.1 domain Plan and Organize (PO) framework, especially PO9 (Assessment and Manage IT risk). keywords: application; cobit; information; level; management; raport; risk; use cache: sisforma-4316.pdf plain text: sisforma-4316.txt item: #77 of 110 id: sisforma-4318 author: Rachmawati, Isnaeni; Setyadi, Resad title: Sustainable Development Goals Analysis at Setu Village in Tegal Using COBIT 4.1 date: 2023-05-22 words: 3852 flesch: 55 summary: The purpose of this study is to analyze IS risk management at the Setu Village Head Office using the Framework Control Objective for Information and Related Technology (COBIT) 4.1. Performance management system is the governance or managerial of an organization in which there is a performance assessment, risk management or other of each activity with the aim of supporting business processes [3]. keywords: cobit; level; management; maturity; office; risk; sdgs; setu; village cache: sisforma-4318.pdf plain text: sisforma-4318.txt item: #78 of 110 id: sisforma-4359 author: wibisono, arif; sudargo, sudargo; menarianti, ika; wijayanto, wijayanto title: Development of Integrated Laboratory Management Information System date: 2023-01-02 words: 3663 flesch: 53 summary: Keywords— laboratory management; information systems; research methods research and development; unified modeling language; system development design. 2. Research by Mahendra Pratama, Muhammad Komarudin, and Helmy Fitriawan (Pratama et al., 2014) entitled Design of an Integrated Electrical Engineering Laboratory Information System, University of Lampung Web-Based which uses a modified waterfall research method, system design using the ER-Diagram model, PHP programming language and PostgreSQL database and system functional testing, with test results valid or following system design. keywords: design; development; information; journal; laboratory; menu; responden; system; table; user; valid cache: sisforma-4359.pdf plain text: sisforma-4359.txt item: #79 of 110 id: sisforma-4384 author: Habib, Ahmad; Haiat, Moch Dzawil; Hariadi, Balok title: Development of Employee Attendance Management Information System During the Covid-19 Pandemic Based on Website using QR Code and PHP Native date: 2023-01-02 words: 8833 flesch: 65 summary: Report Page Attendance Figure 30 is an appearance from results downloads attendance data employees on the admin page. design created apps later will issue output in the form of attendance data and reports attendance employees[5], [19], [20]. Figure 3 Scenario Blackbox Test III. keywords: admin; attendance; attendance data; code; data; data menu; employee; figure; information; journal; knob; menu; menu page; page; push; system; table; test cache: sisforma-4384.pdf plain text: sisforma-4384.txt item: #80 of 110 id: sisforma-4422 author: Rompis, Lianly; Kalua, Aditya Lapu title: Web Application as a Link Organizer for Educators, Staffs, and Students date: 2023-01-02 words: 1357 flesch: 55 summary: The model of this link organizer concept is functioned for storing application links. This research provides a solution to the above problems by designing a web application that functions as a link organizer that makes it easier for educators, staffs, and students to store learning application links and other important links so that when needed, they just open the web and click the link. keywords: application; link; organizer; web cache: sisforma-4422.pdf plain text: sisforma-4422.txt item: #81 of 110 id: sisforma-4433 author: Widyaningrum, Agnes; Hadiono, Kristophorus; Sutanto, Felix Andreas title: Portraying Students’ Critical Thinking: A Case Study of Information Technology Students date: 2023-01-02 words: 3093 flesch: 57 summary: The instrument in this study is the questionnaire that was developed based on critical thinking traits. This study is a preliminary study for portraying students’ critical thinking from Information Technology students, about critical thinking, known as a case study. keywords: factor; result; students; table; thinking cache: sisforma-4433.pdf plain text: sisforma-4433.txt item: #82 of 110 id: sisforma-5037 author: Arianto, Rakhmat; Abdullah, Alwy; Nurhasan, Usman; Wakhidah, Rokhimatul title: Drafting of Online Meeting Minutes Based on Video Recording Using Topic Modelling date: 2023-05-22 words: 3328 flesch: 53 summary: Problems with online meetings are found in long transcripts and lack of document structure, which makes it difficult to identify content that stands out for inclusion in meeting minutes *Corresponding Author Abstract— Meeting minutes are important because they can track decisions and agreements made during the meeting. keywords: doi; journal; meeting; minutes; modelling; online; recording; text; topic; video; vol cache: sisforma-5037.pdf plain text: sisforma-5037.txt item: #83 of 110 id: sisforma-5157 author: Arifin, Yazeed Qholili; Ismail, Ade; Firdaus, Vipkas Al Hadid title: Implementation of Rabin Karp Algorithm in E-Commerce Search Box Feature (Case Study: Sinar Baja Store) date: 2023-05-22 words: 2956 flesch: 64 summary: B. Rabin Karp Algorithm Rabin Karp Algorithm is a kind of string- matching algorithm which uses hashing inside a string-matching process to find pattern inside a text [7]. University-Level of eLearning in ASEAN Implementation of Rabin Karp Algorithm in E-Commerce Search Box Feature (Case Study: Sinar Baja Store) keywords: algorithm; feature; gram; item; karp; rabin; search; similarity cache: sisforma-5157.pdf plain text: sisforma-5157.txt item: #84 of 110 id: sisforma-5193 author: Congdinata, Meissy Lengmas; Widjaja, Alexandra Adriani; Sanjaya, Ridwan title: Analysis and Design of Accounting Information System on CV Indo Sangkar Emas date: 2023-01-02 words: 3476 flesch: 51 summary: Analysis and Design of Accounting Information System on CV Indo Sangkar Emas SISFORMA: ISSN 2442-7888 (online) DOI 10.24167/sisforma.v9i2.5193 91 Analysis and Design of Accounting Information System on CV Indo Sangkar Emas Meissy Lengmas Congdinata1, Alexandra Adriani Widjaja2, Ridwan Sanjaya3 Soegijapranata Catholic University Jl. keywords: accounting; accounting information; company; information; information system; purchase; system; transaction cache: sisforma-5193.pdf plain text: sisforma-5193.txt item: #85 of 110 id: sisforma-5343 author: Widiantoro, S.Kom., M.Kom., Albertus Dwiyoga; Harnadi, Bernardinus title: Analysis of User Comments Based on Topic Modeling using LDA on OVO E-Wallet date: 2023-01-02 words: 3457 flesch: 61 summary: The topic method of the Latent Dirichlet Allocation (LDA) model will be used to analyze the occurrence of user topics. To determine trending topic data on OVO Fintech user comments, it is done by looking at the highest probability value of each compiled topic. keywords: comments; data; fintech; journal; lda; ovo; probability; topic; user; words cache: sisforma-5343.pdf plain text: sisforma-5343.txt item: #86 of 110 id: sisforma-5707 author: Chrisetya Putra, Victorio Almers; Prasetya, FX Hendra; Harnadi, Bernardinus; Widiantoro, Albertus Dwiyoga title: Financial Technology with QRIS Payment System for Entrepreneurship Locker date: 2023-05-22 words: 2957 flesch: 56 summary: Product Data Filling Page e. E-Wallet Payment In making payments via QRIS, users can use any type of e-wallet that supports QRIS payments. University-Level of eLearning in ASEAN Financial Technology with QRIS Payment System QRIS for Entrepreneurship Locker SISFORMA: keywords: locker; online; payment; qris; system; technology; vol; wallet cache: sisforma-5707.pdf plain text: sisforma-5707.txt item: #87 of 110 id: sisforma-604 author: Febriyanto, Wahyu; Chandrawati, Brenda; Widyarto, Erdhi title: THE PETS:Game Introduction of Pets in Two Languages date: 2016-11-14 words: 3242 flesch: 75 summary: Determining genre of game Choose one of t he genres t hat will be addressed. he i nterest of young c hildren t o l earn. keywords: children; figure; game; hat; introduction; languages; learning; menu; pets; play cache: sisforma-604.pdf plain text: sisforma-604.txt item: #88 of 110 id: sisforma-607 author: mayo, veinta sonrizky; Sanjaya, Ridwan; Widyarto, Dwiyoga title: Utilization of Technology as Promotion Media of Cultural Tourism in Central Java date: 2016-05-13 words: 2386 flesch: 58 summary: In addition culture is also an evidence of human achievement in the face of life's obstacles to achieve happiness and salvation that is orderly and safe. Besides that the lack of the government's role in handling traditional culture also affects the preservation of the culture. keywords: central; culture; java; media; promotion; semarang; technology; tourism; tourists cache: sisforma-607.pdf plain text: sisforma-607.txt item: #89 of 110 id: sisforma-610 author: As'ari, Fajar; Sanjaya, Ridwan; Sanjaya, Ridwan; Prasetya, Hendra; Prasetya, Hendra title: Game Concept for Seual Child Abuse Anticipation date: 2016-05-13 words: 3494 flesch: 62 summary: HendraPrasetya, ST., MT Department of Information Systems, Faculty of Computer Science Soegijapranata Catholic University (SCU), Semarang, Indonesia hendra@unika.ac.id Abstract – Sexual child abuse isdirect or indirect action from people who are older than children are.90% offendersof sexual child abuse are people who are close and known by children. Creating this media will become a tool to guide parents to teach their children to keep them safe from child sexual abuse. keywords: abuse; children; concept; education; game; information; media; people; sexual cache: sisforma-610.pdf plain text: sisforma-610.txt item: #90 of 110 id: sisforma-611 author: Bagaskara, Irse Surya title: Education Game of Javanese Language for 2nd Grade of Elementary Schools date: 2016-11-14 words: 2395 flesch: 78 summary: Therefore made the con cept of de livering g ames t o children from t heir pa rents, so that chi ldren can understand some things, both of how to play the g ame unt il t The development of t echnology t odaycan be Education Game of Javanese Language for 2nd Grade of Elementary Schools Sisforma vol.3 keywords: children; education; elementary; game; javanese; kids; language; learning cache: sisforma-611.pdf plain text: sisforma-611.txt item: #91 of 110 id: sisforma-617 author: Mulyaningsih, Sri Desi; Chandrawati, Brenda; Prasetya, Hendra title: Design of Educational Games of The introduction of Nutritious Food For Kids date: 2015-11-10 words: 2495 flesch: 65 summary: Then the idea to develop educational game to introduce nutritious food to children came. 3.2 Questionnaire and Sample A questionnaire was used to determine how the prospective user responses to the idea of making educational games to introduce nutritious foods. keywords: children; data; design; education; food; game; kids; level; player cache: sisforma-617.pdf plain text: sisforma-617.txt item: #92 of 110 id: sisforma-619 author: Febriani, Vania Wahyu; Chandrawati, T. Brenda; Widiantoro, Albertus Dwiyoga title: Designing Education Game to Choose Hygiene and Healthy Snacks for Children date: 2015-11-10 words: 3406 flesch: 70 summary: These children do not care whether they are healthy snacks. Video games on hygiene and healthy snacks are rarely found. keywords: anak; assets; children; dan; fig; food; game; hands; hygiene; snacks; vol cache: sisforma-619.pdf plain text: sisforma-619.txt item: #93 of 110 id: sisforma-621 author: Febriani, Vania Wahyu; Chandrawati, Brenda; Widiantoro, Dwiyoga title: Making Education Game to Choose Healthy Snacks for Children date: 2016-05-13 words: 3241 flesch: 71 summary: Education game that has theme about snacks for children is still rarely found. Education games have an ability to reduce the boring effect of study [4]. keywords: children; education; game; hands; player; playing; respondents; snacks; stage cache: sisforma-621.pdf plain text: sisforma-621.txt item: #94 of 110 id: sisforma-624 author: Febriyanto, Wahyu; Chandrawati, Brenda; Widyarto, Erdhi title: Game Design to Introduce Pets date: 2016-05-13 words: 2550 flesch: 62 summary: Game design is derived from this writing by using model 2- dimensional images are funny and interesting coloring. 1. Game design is suitable for children using 2 dimensional models that emphasize fun and interesting coloring 2. keywords: children; design; game; learning; media; menu; play cache: sisforma-624.pdf plain text: sisforma-624.txt item: #95 of 110 id: sisforma-627 author: Sakti, Lidya Oktorina Kusuma; Chandrawati, Brenda title: Promoting Tourism of Semarang City and Semarang Regency through Game Technology date: 2015-11-10 words: 2757 flesch: 55 summary: Figure 4.13 Background of Semarang tourism Lawang Sewu that will be used in the game Figure 4.14 Background of Semarang tourism Belnduk Church that will be used in the game Figure 4.19 Background of Semarang regency tourism Rawa Pening that will be used in the game Figure 4.15 Background of Semarang regency tourism Kampoeng Kopi Banaran that will be used in the game Figure 4.16 Background of Semarang regency tourism Umbul Sidomukti that will be used in the game Figure 4.17 Background of Semarang regency tourism Gedong Songo Temple that will be used in the game Figure 4.12 Background of Semarang tourism Klentheng Sam Poo Kong that will be used in the game Figure 4.18 Background of Semarang regency tourism Kampoeng Rawa that will be used in the game Promoting Tourism of Semarang City and Semarang Regency through Promoting Tourism of Semarang City and Semarang Regency through Game Technology Sisforma vol.2 keywords: city; figure; game; regency; semarang; semarang city; semarang regency; tourism cache: sisforma-627.pdf plain text: sisforma-627.txt item: #96 of 110 id: sisforma-632 author: Kusuma Sakti, Lidya Oktorina; Chandrawati, Brenda title: Dorang (Dolan Semarang) Game Solution to Introduce Semarang Municipality and Semarang Regency as Tourist Attraction date: 2016-05-13 words: 2567 flesch: 57 summary: Therefore, this article will discuss the process of making games ranging from the creation of GUI (Graphic User Interface) design games, programming games, until the game is finished and can be published. In the making of games using Corel Draw X7 software for designing background and asset needed in gaming and Construct 2 for programming game is used. keywords: dolan; dorang; game; municipality; regency; semarang; tourist cache: sisforma-632.pdf plain text: sisforma-632.txt item: #97 of 110 id: sisforma-677 author: Yunanto, Septyana Hardianti; Chandrawati, T. Brenda title: Smart Puzzle Game Helping Children Learn to Read date: 2016-05-13 words: 2434 flesch: 63 summary: Here are some examples of game programming of Smart Puzzle, namely: 4.3.1. Smart Puzzle games are educational games used as tools to teach reading to kindergarten with a game concept devised letters tailored to a different picture in each part. keywords: category; children; figure; game; letters; menu; puzzle; reading cache: sisforma-677.pdf plain text: sisforma-677.txt item: #98 of 110 id: sisforma-841 author: Fitriana, Desy Nur; Chandrawati, T. Brenda title: The design of Visual Support Educational Games Dental and Oral Health date: 2015-11-10 words: 2155 flesch: 60 summary: This game includes design visualization as an enticement for prospective users to play while learning. The image is a sample that will be used for design visualization. keywords: design; games; health; image; picture; visualization cache: sisforma-841.pdf plain text: sisforma-841.txt item: #99 of 110 id: sisforma-842 author: Pranatalisa, Leocadia Desy; Sanjaya, Ridwan; Widiantoro, Alb. Dwiyoga title: Gatotkaca's Birth Story As A First Step To Introduce Children With Puppets date: 2015-11-10 words: 1815 flesch: 61 summary: , it can be found it is good to use the story of Gatotkaca puppet as an early introduction to children. II.2Character Formation of Puppet One of the figures reviewed in the study conducted by Sri Handayani and Anggitayang review puppet characters of Kumbakarna[4] explained that Kumbakarna has honesty, hard work, perseverance, responsibility, social care, patriotism and high sense of nationhood. keywords: birth; children; gatotkaca; puppet; stories; story cache: sisforma-842.pdf plain text: sisforma-842.txt item: #100 of 110 id: sisforma-843 author: Wijaya, Nathasia Austin; Widyarto, Erdhi title: Learn Modesty from Javanese Game date: 2015-11-10 words: 2449 flesch: 67 summary: 6. Find out about children interest in Mahesa Jenar game, the game advantages and disadvantages. Since the most and the second most popular genres are not suitable to the goals of Mahesa Jenar game, decided that Mahesa Jenar game will use Action and RPG game as the genre. keywords: children; game; jenar; learn; mahesa; modesty; racing; school cache: sisforma-843.pdf plain text: sisforma-843.txt item: #101 of 110 id: sisforma-844 author: As'ari, Fajar; Prasetya, Hendra; Sanjaya, Ridwan title: Children Safety: Education Game for Childs Sex Education date: 2016-11-14 words: 2738 flesch: 73 summary: Keywords: game, game education, sex education, sex education game, child’s sex education. This puz zle game is intended t o t each chi ldren t keywords: children; education; fig; game; information; safety; sex; stage cache: sisforma-844.pdf plain text: sisforma-844.txt item: #102 of 110 id: sisforma-85 author: Purnamasari, Elisa; Sanjaya, Ridwan title: Modeling the Smartphone Game to Improve Players Focus Case Study of Game Dumb Ways to Die date: 2014-05-31 words: 1746 flesch: 66 summary: Keywords- positive game, speed, concentration, favorable, game model I. INTRODUCTION Players who addicted to game mostly spend their time and energy to satisfy their desire to solve the challenge on a game. keywords: die; game; smartphone; ways cache: sisforma-85.pdf plain text: sisforma-85.txt item: #103 of 110 id: sisforma-855 author: Putra, Nurvianto Nugraha; Prasetya, Hendra; Widiantoro, Dwiyoga title: LET'S CLEAN UP a Game for Childrens Hygiene Learning date: 2016-11-14 words: 3270 flesch: 80 summary: Starting from waking up the child can begin to clean up the be d. After t hat t he children can continue with their personal hygiene like brushing their teeth, taking a bath and changing clothes[5]. t hat t he game is very good ACKNOWLEDGMENT LET'S CLEAN UP a Game for Children’s Hygiene Learning Sisforma vol.3 keywords: children; cleanliness; fig; game; hat; health; hygiene; learning cache: sisforma-855.pdf plain text: sisforma-855.txt item: #104 of 110 id: sisforma-856 author: Gozali, Gunawan Putra title: Motion Detection Implementation on a Game Using Raspberry Pi date: 2016-11-14 words: 2518 flesch: 81 summary: o examine t he advantages and the di sadvantages of s ensor UDS com pared with IR s ensor t hat applied Motion Detection Implementation on a Game Using Raspberry Pi Sisforma vol.3 the sensor, the distance will be measured and the shortest di stance t o the s ensor will win t he game. keywords: game; raspberry; sensor cache: sisforma-856.pdf plain text: sisforma-856.txt item: #105 of 110 id: sisforma-857 author: Fitriana, Desy Nur; Chandrawati, Brenda title: The World of "Gigi" Game date: 2016-11-14 words: 3558 flesch: 85 summary: o t hat he mouth is an i deal s pot b acteria t o grow. keywords: children; eeth; event; figure; game; gigi; hat; level; programming; sheet; world cache: sisforma-857.pdf plain text: sisforma-857.txt item: #106 of 110 id: sisforma-86 author: Novaryan, Jeremy Albert; Ch., T. Brenda title: IMPACT ANALYSIS OF THE CAPABILITY ON STRATEGY VIA OTHELLO GAME date: 2014-05-31 words: 1368 flesch: 76 summary: Othello game is played by 2 people. However, nowadays, Othello games are judged to be too old for some people. keywords: game; othello; strategy cache: sisforma-86.pdf plain text: sisforma-86.txt item: #107 of 110 id: sisforma-87 author: Christanti, Aprilia Ratna; Tejo P., Yulianto title: Correlation Between Ability on Playing Tetris and GPA date: 2014-05-31 words: 1673 flesch: 66 summary: Keywords—  Ability, grade point average, Tetris I. INTRODUCTION For game community, Tetris game is pretty familiar. Correlation Between Ability on Playing Tetris and GPA  Sisforma vol.1 no.1 May 2014 : 9 ‐ 12� �9  Correlation Between Ability on Playing Tetris and GPA Aprilia Ratna Christanti, Yulianto Tejo P. Department of Information System Soegijapranata Catholic University, Semarang, Indonesia vincencia.ratna@gmail.com keywords: game; level; score; tetris cache: sisforma-87.pdf plain text: sisforma-87.txt item: #108 of 110 id: sisforma-88 author: Wulandari, Wati; Harnadi, Bernardinus title: Pacman Game Benefit Analysis on Decision Making Speed date: 2014-05-31 words: 1254 flesch: 65 summary: Abstract—Pacman game is able to train the child concentration and decision making speed. Every respondent must play Pacman game and then they can answer 10 questions. keywords: game; making; pacman cache: sisforma-88.pdf plain text: sisforma-88.txt item: #109 of 110 id: sisforma-89 author: Pertiwi, Reni Dwi; Widyarto N., Erdhi title: Measuring the Games Influence on Improving English Proficiency date: 2014-05-31 words: 2443 flesch: 66 summary: To improving english proficiency, people used native speaker, course, story book, film game and etc.  Games or better known as PC gaming is another alternative in improving the English proficiency. So that player can improve English proficiency while the player play game. keywords: english; fun; game; language; player; proficiency; reading cache: sisforma-89.pdf plain text: sisforma-89.txt item: #110 of 110 id: sisforma-90 author: Putra, Yedija Prima; Prasetya, Hendra title: Strategy to Avoid Negative Perception on Game date: 2014-05-31 words: 2111 flesch: 65 summary: In this way, we can understand what the game makers wanted by creating this game, in addition, by searching for journals and articles on the effect of educational games, against children, as the basic theory. analyze the relationship between the basic theory, with discussion of the game discussion of educational games take a few theories, and make it as a basic theory searching for articles and journals related to the topic defind the topic Strategy to Avoid Negative Perception on Game   Sisforma vol.1 no.1 May 2014 : 22 ‐ 25������������������������������������������������������������������������������������������������� � 24  keywords: creativity; development; game; value cache: sisforma-90.pdf plain text: sisforma-90.txt